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2026-02-23 22:01:07 +07:00

252 lines
6.6 KiB
HLSL

#ifndef ALLIN13DSHADER_BASE_PASS_INCLUDED
#define ALLIN13DSHADER_BASE_PASS_INCLUDED
FragmentData BasicVertex(VertexData v)
{
FragmentData o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#ifdef _SPHERIZE_NORMALS_ON
float3 normalOS = normalize(v.vertex);
#else
float3 normalOS = v.normal;
#endif
o.interpolator_01 = 0;
#ifdef _USE_CUSTOM_TIME
SHADER_TIME(o) = allIn13DShader_globalTime.xyz + ACCESS_PROP_FLOAT(_TimingSeed);
#else
SHADER_TIME(o) = _Time.xyz + ACCESS_PROP_FLOAT(_TimingSeed);
#endif
float3 originalVertex = v.vertex.xyz;
v.vertex = ApplyVertexEffects(v.vertex, normalOS, SHADER_TIME(o));
#ifdef _RECALCULATE_NORMALS_ON
float3 tangentNeighbour = originalVertex + normalize(v.tangent.xyz) * RECALCULATE_NORMAL_OFFSET;
float3 bitangent = normalize(cross(v.normal, v.tangent.xyz));
float3 bitangentNeightbour = originalVertex + bitangent * RECALCULATE_NORMAL_OFFSET;
tangentNeighbour = ApplyVertexEffects(float4(tangentNeighbour, 1.0), normalOS, SHADER_TIME(o)).xyz;
bitangentNeightbour = ApplyVertexEffects(float4(bitangentNeightbour, 1.0), normalOS, SHADER_TIME(o)).xyz;
float3 correctedTangent = normalize(tangentNeighbour - v.vertex.xyz);
float3 correctedBitangent = normalize(bitangentNeightbour - v.vertex.xyz);
v.tangent = float4(correctedTangent, v.tangent.w);
normalOS = normalize(cross(correctedTangent, correctedBitangent));
#endif
POSITION_OS(o) = v.vertex.xyz;
NORMAL_OS(o) = normalOS;
POSITION_WS(o) = GetPositionWS(v.vertex);
o.normalWS = GetNormalWS(normalOS);
o.pos = OBJECT_TO_CLIP_SPACE(v);
VIEWDIR_WS(o) = GetViewDirWS(POSITION_WS(o));
float4 projPos = 0;
#if defined(REQUIRE_SCREEN_POS)
o.projPos = ComputeScreenPos(o.pos);
#if defined(REQUIRE_SCENE_DEPTH)
o.projPos.z = ComputeEyeDepth(POSITION_WS(o));
#endif
projPos = o.projPos;
#endif
float2 uv = v.uv;
uv = ApplyUVEffects_VertexStage(uv, POSITION_WS(o), projPos, SHADER_TIME(o));
UV_DIFF(o) = uv - v.uv;
SCALED_MAIN_UV(o) = CUSTOM_TRANSFORM_TEX(v.uv, UV_DIFF(o), _MainTex);
RAW_MAIN_UV(o) = uv;
o.interpolator_02 = 0;
#if defined(REQUIRE_TANGENT_WS)
float3 tangentWS = GetDirWS(float4(v.tangent.xyz, 0));
float3 bitangentWS = GetBitangentWS(v.tangent, tangentWS, o.normalWS);
INIT_T_SPACE(o.normalWS)
UV_NORMAL_MAP(o) = CUSTOM_TRANSFORM_TEX(v.uv, UV_DIFF(o), _NormalMap);
#endif
ShadowCoordStruct shadowCoordStruct = GetShadowCoords(v, o.pos, POSITION_WS(o), v.uvLightmap);
o._ShadowCoord = shadowCoordStruct._ShadowCoord;
#ifdef LIGHTMAP_ON
UV_LIGHTMAP(o) = v.uvLightmap * unity_LightmapST.xy + unity_LightmapST.zw;
#else
UV_LIGHTMAP(o) = v.uvLightmap;
#endif
FOGCOORD(o) = GetFogFactor(o.pos);
#ifdef _EMISSION_ON
UV_EMISSION_MAP(o) = SIMPLE_CUSTOM_TRANSFORM_TEX(v.uv, _EmissionMap);
#endif
//Vertex Color initialization
VERTEX_COLOR_R(o) = v.vertexColor.r;
VERTEX_COLOR_G(o) = v.vertexColor.g;
VERTEX_COLOR_B(o) = v.vertexColor.b;
VERTEX_COLOR_A(o) = v.vertexColor.a;
return o;
}
float4 BasicFragment(
FragmentData i
#ifdef _WRITE_RENDERING_LAYERS
#if UNITY_VERSION >= 60020000
, out uint outRenderingLayers : SV_Target1
#else
, out float4 outRenderingLayers : SV_Target1
#endif
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#if defined(LOD_FADE_CROSSFADE)
ALLIN1_APPLY_CROSSFADE(i)
#endif
AllIn1DecalData decalData;
INIT_DECAL_DATA(decalData);
#ifdef ALLIN1_DECALS_READY_TO_USE
ConfigureDecalData(decalData, i.pos);
#endif
#if defined(_FLAT_NORMALS_ON)
i.normalWS = GetFlatNormalWS(i.normalWS, POSITION_WS(i));
#if defined(REQUIRE_TANGENT_WS)
i.tspace0 = float3(i.tspace0.x, i.tspace0.y, i.normalWS.x);
i.tspace1 = float3(i.tspace1.x, i.tspace1.y, i.normalWS.y);
i.tspace2 = float3(i.tspace2.x, i.tspace2.y, i.normalWS.z);
#endif
#endif
EffectsData data = CalculateEffectsData(i, decalData);
data = ApplyUVEffects_FragmentStage(data);
data.normalWS = GetNormalWS(data, i, decalData);
#ifdef _NORMAL_MAP_ON
data.bitangentWS = normalize(cross(data.normalWS, data.tangentWS));
#endif
float4 objectColor = GetBaseColor(data);
float3 normalOS = data.normalOS;
float3 normalWS = data.normalWS;
float3 viewDirWS = data.viewDirWS;
float sceneDepthDiff = 1.0;
float normalizedDepth = 0;
#ifdef REQUIRE_SCENE_DEPTH
sceneDepthDiff = GetSceneDepthDiff(i.projPos);
normalizedDepth = GetNormalizedDepth(i.projPos);
#endif
float camDistance = 0;
#ifdef REQUIRE_CAM_DISTANCE
camDistance = distance(POSITION_WS(i), _WorldSpaceCameraPos);
#endif
objectColor *= ACCESS_PROP_FLOAT4(_Color);
objectColor = ApplyColorEffectsBeforeLighting(objectColor, data);
#ifdef ALLIN1_DECALS_READY_TO_USE
objectColor.rgb = objectColor.rgb * decalData.baseColor.a + decalData.baseColor.rgb;
#endif
float4 col = objectColor;
AllIn1GI gi = CalculateGI(UV_LIGHTMAP(i), data);
float3 lightmap = GetLightmap(UV_LIGHTMAP(i), data);
#if defined(_AFFECTED_BY_LIGHTMAPS_ON) && defined(_LIGHTMAP_COLOR_CORRECTION_ON)
lightmap = LightmapColorCorrection(lightmap);
#endif
float3 ambientColor = GetAmbientColor(data);
#ifdef LIGHT_ON
float3 mainLightColor = GetMainLightColorRGB();
float3 mainLightDir = GetMainLightDir(POSITION_WS(i));
col.rgb = CalculateLighting(
POSITION_WS(i),
normalWS, data.tangentWS, data.bitangentWS,
objectColor.rgb, objectColor.a,
1.0, ambientColor, viewDirWS,
SCALED_MAIN_UV(i), mainLightColor, mainLightDir, i, 1.0, data,
gi);
#else
float2 ssaoFactor = GetSSAO(data.normalizedScreenSpaceUV.xy, objectColor.a);
col.rgb = IndirectLighting_Basic(objectColor.rgb, ssaoFactor, data, gi);
#endif
#ifdef _EMISSION_ON
float2 emissionUV = SIMPLE_CUSTOM_TRANSFORM_TEX(MAIN_UV(data), _EmissionMap);
float4 emissionMapCol = SAMPLE_TEX2D(_EmissionMap, emissionUV);
float4 emissionCol = emissionMapCol * ACCESS_PROP_FLOAT4(_EmissionColor) * ACCESS_PROP_FLOAT(_EmissionSelfGlow);
emissionCol.rgb += decalData.emissive;
col.rgb += emissionCol.rgb;
#endif
col = ApplyAlphaEffects(col,
SCALED_MAIN_UV(i), UV_LIGHTMAP(i), data.vertexWS,
sceneDepthDiff, data.camDistance, data.projPos);
#ifdef _ALPHA_CUTOFF_ON
clip((col.a - ACCESS_PROP_FLOAT(_AlphaCutoffValue)) - 0.001);
#endif
col = ApplyColorEffectsAfterLighting(col, data);
col.a *= ACCESS_PROP_FLOAT(_GeneralAlpha);
#if defined(FOG_ENABLED)
col = CustomMixFog(FOGCOORD(i), col);
#endif
#if defined(_WRITE_RENDERING_LAYERS)
#if UNITY_VERSION >= 60020000
outRenderingLayers = EncodeMeshRenderingLayer();
#else
uint renderingLayers = AllIn1GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
#endif
return col;
}
#endif /*ALLIN13DSHADER_BASE_PASS_INCLUDED*/